User Guide
Expansion
When your first city builds a new Settlers unit, click on the city square to open
its city display. Change the city’s production because you don’t want to produce
another Settlers unit immediately. The production of the Settlers unit now
available reduced the population of your city by 1 point. Let the city grow some
more before producing another. Now is a good time to work on improving the
city with a Barracks or Granary. The Barracks is good if you have discovered
another civilization nearby because with this improvement present a city produces
veteran units which have their attack and defense factors increased by 50%. If no
threat is present and you have acquired the advance of Pottery, start building a
Granary. This will speed the growth of your city. Exit the city display.
Before moving your Settlers unit, examine the map that has been explored so
far and choose a site for your next city. In the next several turns, move the Settlers
unit to the square where you want the city to be placed. On the way there, build
roads in one or two Grasslands or Plains squares that your first city is using now
or soon will use for harvests. Adding roads to these squares adds one unit of trade
to the harvest for the square. This trade is converted by the city into either a coin
of tax revenue or a light bulb of science research. Both of these commodities are
very useful.
As the Settlers unit approaches the square where the new city is to be built,
look to see if any Grasslands or Plains squares are along the way. If these are
within the radius of the planned city and likely to be harvested, they would
benefit from having roads built. Build roads in one or two of these squares, and
then move the Settlers into the planned city square. When the Settlers unit is in
the correct square, for its next move pull down the Orders menu and choose the
option “Found New City.”
This command builds a new city which you are asked to name. The Settlers
unit again disappears and the population point it contained becomes the first
population point of the new city.
When the city display opens for the new city, it is set to produce its own Militia
unit. Don’t change the production. Once the city produces its first Militia unit,
change production to a Settlers unit. When this Settlers unit appears, change the
city’s production to either Barracks or Granary. Move the new Settlers units off to
a new city site and continue expanding.
search as far from your city or cities as you can. Enemy civilizations seek your
cities and eventually may attack them. If you can keep them away, they obviously
can’t threaten you.
When you encounter units from another civilization, move next to them and
stay next to them, but don’t attack with a Militia unit. Early in the game, it is
usually best to stay at peace, and concentrate on growth and expansion. By
pinning enemy units with Militia, they can’t explore, found new cities, or attack
your cities. If possible, fortify your exploring unit in a good defensive terrain
square (Hills, Mountains) that blocks the movement of enemy units toward your
cities. The enemy probably won’t attack the Militia, at least for many turns. Take
the time to improve your civilization while the enemy remains bottled up.
Sea Exploration: As the game continues, eventually acquire Map Making so that
you can build Trireme units. (With Navigation you can build Sail units which are
better.) Build at least one Trireme and use it to explore the sea around your
coasts. You should always end Trireme movement adjacent to land, or there is a
good chance the unit will sink before your next turn. Despite this handicap, they
can still explore many sea squares and can jump across oceans that are three
squares wide. Sea exploration helps locate other civilizations not on your
continent. It is especially important to find enemy cities with which you can
establish trade routes. Caravan units and trade routes are discussed in Chapter 3.
Minor Tribes: During exploration, you may encounter small hut symbols on the
map. These represent minor tribes of people. They are not rival civilizations.
When you move into their square, the minor tribe disappears and one of several
things may happen. You may discover valuable metal deposits that are added to
your treasury as coins, or a scroll of ancient wisdom that gives you a new
technological advance. The tribe may become a military unit for your civilization.
The tribe may become a city in your civilization, just as if you had founded a city
on their square with a Settlers unit. The tribe may turn out to be a horde of
Barbarians. In this case, a Barbarian military unit springs up in every vacant land
square surrounding the tribe. This usually means your exploring unit will be
destroyed and the Barbarians may raid your civilization.
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CIVILIZATION
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CIVILIZATION
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